Wait a sec, it looks reaaally good on PC. The scanlines are rendered perfectly. But on Android, I have some problems.

It's "fine" if I leave size = 2.0, but the scanlines are rendered too big. To make them smaller, I reduced size to 1.0, but the vertical lines now overlap and interfere. So I need a way to reduce the size of the scanlines without this interference effect.

Here are some screens from Corpse Party to try and demonstrate the issue.

When size = 2.0 (scanlines too large): EDIT: there's also some interference in this one too, but it's less noticeable

When size = 1.0 (scanlines smaller, but there's interference):

The left side of the image looks fine, but it gets worse as it goes to the right.

I think it might have something to do with the "vec3 xfactors" line, but of course, I have almost no idea what I'm talking about. I hope I can get some help.

Which is the code that makes it less accurate, I'm not really using android so don't really know if it's needed for all devices or only to improve performance as mobile gpu's are much weaker and problematic, there's a chance you don't need it, and without this it should hopefully work same way as on pc(that is if your mobile gpu doesn't get other issues).

Which is the code that makes it less accurate, I'm not really using android so don't really know if it's needed for all devices or only to improve performance as mobile gpu's are much weaker and problematic, there's a chance you don't need it, and without this it should hopefully work same way as on pc(that is if your mobile gpu doesn't get other issues).

Unfortunately, this didn't work. The interference still appears - in fact, there seems to be more than before. :/

(06-12-2016 11:54 AM)[Unknown] Wrote: You can also try changing "mediump" to "highp".

Which is the code that makes it less accurate, I'm not really using android so don't really know if it's needed for all devices or only to improve performance as mobile gpu's are much weaker and problematic, there's a chance you don't need it, and without this it should hopefully work same way as on pc(that is if your mobile gpu doesn't get other issues).

Unfortunately, this didn't work. The interference still appears - in fact, there seems to be more than before. :/

(06-12-2016 11:54 AM)[Unknown] Wrote: You can also try changing "mediump" to "highp".

(08-12-2016 12:49 AM)dcloud466 Wrote: How would I go about coding/creating a simple horizontal black 100% scanlines filter? You know for 2d sprite based games to make them look better and clean up 50% of the extra pixels?

If you want 100% black scanlines and less blur you could further configure that particular file too. Most of the filter stuff in preset 2 is already turned off, but to get what you want, change these values under the "customization settings" to the following:

Code:

float scanlines = 1.0;

float lineblur = 0.0;

Though personally I think fully black scanlines are a bit harsh, you can try changing the "scanlines" value to anything between 1.0 and 0.0 to get the darkness you want.

I wanted to ask if it is possible to update xBRZ texture scaling to Super xBR with the option of Bilateral Filtering.
xBRZ is ok, but the main issue is the posterize effect.
Meanwhile Super xBR surpassed the quality of xBRZ. Especially the posterize effect is much less.
Combined with Fast Bilateral it is almost gone.
Currently it is tested with PSX games which have also the issue of pixel textures.
Super xBR together with Bilateral increases the picture quality imo in an amazing way.

(08-12-2016 12:49 AM)dcloud466 Wrote: How would I go about coding/creating a simple horizontal black 100% scanlines filter? You know for 2d sprite based games to make them look better and clean up 50% of the extra pixels?

Well you could try the preset file 2 in my scanline shader to see if you like it.

If you want 100% black scanlines and less blur you could further configure that particular file too. Most of the filter stuff in preset 2 is already turned off, but to get what you want, change these values under the "customization settings" to the following:

Code:

float scanlines = 1.0;

float lineblur = 0.0;

Though personally I think fully black scanlines are a bit harsh, you can try changing the "scanlines" value to anything between 1.0 and 0.0 to get the darkness you want.

Hi!

I've been a bit busy. But thanks I'll see what I can change up to get something as near as I'm looking for. I'll see what looks good. I know 100% black scanlines can get quite dark so we'll see. sometimes I like using about 50-60%.

I'll check back in periodically and mention how things go.

- ChoW
Thanks Nick001!

I'm Liking these 3 shaders/filters. I set the scanline and lineblur to those settings and it looks awesome to me. Although it is a bit dark I'm use to that. I'll get some setting I'm happy with for sure. I like the grilled arcade look. It looks tasty!! =D

@Rick1974 you mean those shaders from this post above?
I can't see anything wrong with them, did you edited them in any way?

The only thing which I see that might be potentially problematic with those shaders is the fact that they reuse default fxaa.vsh instead of providing unique copy, so if you changed that file for example by downloading different shader that replaces it or by trying to make your own shader by modifying default fxaa, it could potentially mess things up.

Maybe some graphic driver settings could affect it as well, like some scaling maybe messes up ppsspp coordinates.